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Why aren't we talking about this? Prior to the 1.0 update there was literal silence for months but it's now back baby. I realized I barely played the first one so I am going to play through that first.
Door Kickers general I guess? Thoughts so far? Discuss.
the first sucked so no thanks
>>1958499 (OP)Its released years ago. Hitting 1.0 is just the studio saying we will quit makong update in 2 or 3 more updates.
>>1958674Why do you fucking zoomers want games to be constantly updated? It's not a live service game.
>>1958499 (OP)Excuse me, this isn't on the pre-approved list of games we talk about on /vst/ (Paradox games) please delete this thread now.
>>1958690This. So much this.
>>1958499 (OP)Enjoying 1.0 though I wish the Tour of Duty had a bit more mission variety and gave more battle honors. The foreign SF dudes are pretty cool and hope to see them in more missions/ToD.
Also, Ares needs to update and add doctrines + fix CAG's armor.
>>1958499 (OP)I've been enjoying it. There's something fun about going in as the Nowhereistan SWAT and throwing grenades everywhere
>>1960931SWAT are surprisingly effective with their doctrine upgrades. They tend to fire in bursts and when you mass 2-3 guys together they actually cause a fair amount of suppression and then that proxies another one of their doctrine skills. Their only downside being limited equipment choices and slow swaps from deployables.
CTAC from Ares are still my current favorite.
An improvement, game feels harder overall. A little disappointed in some additions.
Campaigns seem cool, have only been doing the solo missions to get back where I was pre-release
Rangers are my go to, CIA roster is still underpowered IMO, I don't play NOswat. Glad modded factions are in the workshop, already some cool ones
>The new ai gen heads....
>>1963620Are they AI? Seems pretty consistent with the existing art and from the DK1 ones.
Game is definitely a bit harder, but that also comes from map design. I feel like CIA got heavily nerfed and SWAT are much more usable with doctrines.
I don't like the additional unlock slop at all
Games shouldn't have unlocks or leveling but kids can't go two seconds without hearing a ding when number goes up
I'm convinced it's made by the greatest AK hater on Earth since the AK is still unusable by Nowherakis while the M16A4 is still laser accurate and even pistols are better at CQB room clearing
>>1966555the akm is op when you get half way through the rifle tree with swat. it starts acting like a laserbeam accurate lmg that gets rounds on target instantly. cia gets doctrines that lets you mozambique people with rifles + opfor weapons basically get 0 aimtime which makes the infiltration friendly ak underfolder a very strong weapon despite having mostly garbage stats other than aimtime
>>1966562>the akm is op when you get half way through the rifle tree with swat.Or you can do what I did before the annoying skill tree and just give them mini uzis
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>>1963620>>1963844According to the devs, these aren't AI, just made by different people. I find them quite consistent and I like pic-rel in particular, grizzled 40yo mommy with the thousand yard stare.
So far enjoying the game, but most missions seem designed for rangers only. SWAT is complete trash even with some leveling up, which isn't easy and CIA is also trash, but maybe that's a good thing (based devs?).
Can anyone tell that dude who made the Black Powder Red Earth mod, to stop being lazy and update it to work with the full release?
I generally don't get games on release. But this game hasn't got an update in over 2 weeks. Is it really finished, or should I wait some more?
>>1968536they have done 5 updates in the last two weeks. also the community expects them to come up with a faction representing delta force at some point which they have said will be a free dlc atleast once.
>>1968862needs more updates
>>1958499 (OP)I waited for 1.0 and i'm having a blast
The defuse mission in Subjucator made me feel like a retard though
>>1958499 (OP)I just unlocked CIA. They feel really awkward to play.
I'm guessing they need some doctrine points to be playable because right now they're just frustrating
>>1958674Back in the day, the way you got the game on release was the way it would be forever unless you were lucky enough to get an expansion, which was usually of similar size to the base game itself. And we played that shit for YEARS.
Nowadays kids say that a game is dead if it hasn't had any new DLC this month.
>>1973855True. While I appreciate devs being able to update a game for years after release, there's this new notion that a game MUST be supported forever otherwise the devs "abandoned" the game to force people to buy their new game. I blame Fortnite. Sometimes support for a game stops and the devs want to make a new game, thats perfectly fine.
>>1968483>Black Powder Red Earth modThe only things I don't like are the obnoxious red NVG filter, that the armor for the CH dudes is heavily nerfed to below vanilla levels, and that it's just a single fire team. Trying to find as much guidance on mods because I'd like to do a Crisis Troop like the one from Awbari and the 28mm game.
>>1966555The basic AK actually becomes a death machine once you level up the shooters some and add doctrine points. Pair guys up and even if they don't kill on the first burst, they'll supress and that'll proc one of the elite skills and guarantee a kill. You can also get AP ammo that'll punch through lvl 3 vests as well.
>>1973867>there's this new notion that a game MUST be supported forever otherwise the devs "abandoned" the game to force people to buy their new game. It's because the games are released 10% complete and rarely reach 100% of what was promised.
>>1973855Yeah and it was either 55% complete forever or 100% complete.
>Assault
Kills things at short to medium range
>Marksman
Kills things at long range
>Grenadier
Assault but a little worse at shooting and with more explosives
>Support
???
What am I meant to do with them? Suppressing enemies is nice and all but killing targets outright is better and they are so slow at that compared to other classes.
>>1979064>What am I meant to do with them?There's really very little use for them honestly. The doctrines help them be a bit quicker, but most maps don't have the long sight lines and cover to really get the use out of the 7.62 mgs etc. I guess they can be good against armored enemies as they'll usually hit them with a solid burst.
>>1979064you can keep them close to your pointman for emergency suppression fire. there are a few maps where the enemy will spawn reinforcements in larger groups than a marksman can handle and that is where the heavier machineguns can be useful
>>1979064Use suppressing fire through smoke and pre-fire through doors with it, those are the only two things supports can do without the presence of cover to rest their guns on, otherwise yes they're very ???
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If you find a piece of cover support weapons actually destroy waves of enemies if you can find some way to lead them to you.
So what did they add? I last played when they added Nowheraki SWAT
>>1988345webm related
>>1993675Campaign mode and RNG Tour of Duty modes with fatigue and injury system. Doctrine system. Handful of new weapons and equipment. Handful of new maps. New enemies and reworked enemy systems. Steam Workshop support for units, maps, campaigns etc.
Feels like baddies should be able to hear a window breaking right next to them
>>1960931SWAT is my favorite faction outta vanilla ones. Love those militia guys and their Uzis
>>1997778what about modded factions? any cool ones that aren't blatantly OP power trips?
Damn. Got blown up by a suicide bomber through a wall. Dude just heard I was behind the wall and pushed the button without LoS
(1/2)
>>1999648The vanilla Rangers now feel over-powered compared to most modded units once you level them up and fill in the doctrine tree. Vanilla with the URGI and maybe a LAMG basically overmatches anything that isn't wearing armor and then you just give them the NGSW guns and that tears through armor.
Ares is good though, with Rangers, SF/Nowheraki Commandoes, Delta and CTAC. Delta was a fun unit before 1.0 but they seem bugged currently and are underpowered
>>2001458delta have high aimtime at close range and mid crit chance, which is a terrible combo of traits for room clearing but their rate of fire is pretty decent at longer ranges which makes them fairly potent there even with carbines. they have better lmgs than vanilla factions but shit dmrs, pistols are decent and they have great breaching options.
>>1999648I've been playing with US Armed Forces mod's Marines lately. They are like the basic bitch line infantry so no terminator tier aiming or low drag operator gear from start.
How do I actually play this properly?
I finished the first set of missions. I only got the "single plan" bonus on one of them, the planning controls feel super awkward and it's a battle to get my guys to do what I want without constantly pausing and adjusting.
Most of the time I camped my guys in defensive positions and killed everyone on the map, that's basically the only strategy I've had consistent success with.
>>2003790point gun at enemy while some other guy throws flashbangs.
https://files.catbox.moe/ziqfzb.mp4
no room on either side of the door? use a breaching charge
>>2003790Single plan is definitely a more advanced thing once you understand the mechanics and tactics. What are you specifically having trouble with?
Make sure you have guns covering as many angles as possible. Don't expose people without someone able to cover them. Use your thrown devices and gear. Don't always feel the need to attack a room dynamically, you can always open the door and let it breathe/clear as much from the outside.
>>2003477Delta always seemed like they had a slower rof/aim time but felt like they had good accuracy. The Recce 416 was a laser and could cross map enemies pretty easy. Their armor got detuned for some reason and is now shittier than the other Ares units or Vanilla and that's keeping me from playing them again.
>>2003790>I only got the single plan bonus on one of them, the planning controls feel super awkward and it's a battle to get my guys to do what I wantThat's because those aren't planning, they're just random.
Was funny realizing that Ranger dudes in full gear can be this sneaky
Can just walk right up to the baddies
Also how the Thermal Torch description says
>Will create a light-and-sound show for the benefit of the enemy, so use only when stealth is not important
However, it's seemingly the quietest way to open the door in "Our Man In Accounting" for Rangers
>>2006508rangers arent big on stealth, they have some decent close ranged subsonic options but no real option for getting through locked doors without making atleast some noise. they can make very effective use of machine guns and stingers to cause distractions letting you hit the enemy from the back tho
>Capture HVT mission
>HVT is in my sights, he's kneeling down "surrendering", but he is currently impractical to get to
>Decide to start chucking nades into adjacent rooms before moving in
>He freaks out and runs into the grenades and dies
Programmed to spite me
Some cool mods:
>No More Comms Check
Stops your dudes from constantly asking if you're there if left "idle" for too long (like watching a corner or something)
>Wall Penetrating Rocket
Makes rockets actually blow up enemies on the other side of a wall, instead of leaving them intact and only blowing up the geometry
>panGUI
Desktop-friendly UI size
>No Padlock Symbols
You no longer know which doors are locked until you get to them
>Going In Blind Rake500 Edition
You no longer see the whole map at the start, it's the "screw Single Plan" mod
>Realistic Sounds
Meaty
>Friendly Fire for Flashbangs
Extremely confused why this isn't in vanilla
>In-Game Camouflage Selector
Just select a camo or your dudes will appear invisible
>Covering fire
You can suppress with any gun, not just LMGs
>White Phosphor NVGs
Looks nicer than the dark green
There's a Rainbow Six Classic total conversion too, but I haven't tried it yet
>>2006865Awfully considerate of them to do their villain speech
>>2006596I tried out the Rifle Squad mod just recently. Adds a bunch of new weapons and models to the vanilla Rangers. Weapons look good and offer fun variety, models look like enhanced-vanilla, keeps the unrestricted equipment of vanilla and let's you use doctrines.
Downside is it fucks up your unlocks a bit if you try to run an existing Ranger squad. It also feels a bit overpowered when combined with Doctrines. Vanilla is already pretty capable and giving them better weapons makes some stuff a bit too easy.
>>2007819I'll check it out
There's also this one that interested me that makes wooden doors not stop bullets (that's a bit silly), but it has two issues
1. The AI does not know how to handle it and so it's incredibly exploitable for the player
2. It allows you to throw grenades through closed doors, which you can just keep in mind and go by honor system but still
I believe I remember seeing the devs mentioning they might make an official update to make bullets go through doors but I'm not sure
Do enemies get flashlights/NVGs sometimes?
If not, do any mods add them? Because aside from the FOV/Mobility penalty, it feels like straight up cheating
>>2008968outside of the enemy specops group, no. Flashlights out to be a thing tho imo. Also the US really stands out with the rest of the world when it comes to doling out NVGs for its soldiers
>>2006596>>No More Comms CheckThe best QoL mod in game.
it's kinda weird how you unlock CIA way before you unlock their tutorial mission pack
i see nowheraki swat is one of the last mission packs you unlock and i unlocked them even before CIA
>>2009108they flipped it around. cia used to be the easy unlock in 1.0.
swat is more noob friendly so this is probably a good thing
>>2006596Just found a gem of a mod. It's not in the workshop but worth installing anyway:
https://www.nexusmods.com/doorkickers2/mods/253
Lets you use primary shotguns to breach doors. No more switching to the small one when you can just use the big one you already have in hand. Worked that way in DK1
There's a workshop mod that enables it for modded factions as well, but it seems to depend on the original for vanilla https://steamcommunity.com/sharedfiles/filedetails/?id=3454673734
>>1999648Nowheraki Partisans are great. https://steamcommunity.com/sharedfiles/filedetails/?id=3430739327
>>2009202>concealmentSo they're a hybrid of CIA and Nowheraki Swat?
>>2009216something like that
https://www.youtube.com/watch?v=RxKXr_biHeg
>>2009216its slop and you basically get punished in gameplay terms if you try to make your dudes into indivduals by using all the quirky clothing options. if i wanted to rework this mod i wouldnt be keeping much, i would have to start pretty much from scratch. its a good concept but the execution is terrible
>>2008367It makes Rangers a little too OP in most conventional situations imo. It's also URGI the mod. Every class can get some sort of URGI. Assaults get 14.5 & 11.5, Support can get a 14.5 with a 60rnd drum, Marksman get a 14.5 with a bipod and Grenadier get a 14.5 with 320 like vanilla.
Finally tackled Operation Chaturanga using Ares Delta Force. Was actually a really fun if challenging series of scenarios. Tackled the arms deal mission with Fergie with an overt pair of Operators. Did the club mission using the ISA undercover dudes. The warehouse mission was a bitch with how many enemies there were but I gave most everyone LAVWs and one SR-25. The mercenary blacksite mission was cool and the mercs are tied with the SSI Commandos for most lethal enemy save for that they don't wear armor. The train station is a bitch with so few units but once you figure out the sightlines it's not too hard. The final ship mission was easy save for the mercs insta killing one of my allied troopers the second he peaked a corner.
What mid-game vanilla weapons do you guys use before unlocking the best-in-slot campaign stuff?
>>2009834Define mid-game? The Mk. 18 & M4 will hold down most situations for the Rangers until you get the URGI and M7. The Mk. 46 suffixes until you get the LAMG except for a handful of maps where you might want a 7.62 mg. The M110A1 is I think best in class DMR and you can grab whatever rifle/GL combo you want for Grenadier.
I genuinely just use AKs for all my SWAT dudes except for the occasional RPK and shotgun. You can get an an AP ammo and their burst fire skills make up for lack of diversity.
CIA you should just rush silenced pistols and Mk. 18 for the Black Ops dudes until you can get the RSAR. The AK105 is fun, but the ammo choices are underwhelming.
>>2009834honestly there isn't a bad gun in this game, as long as it fits the class you can make anything work for the right scenario.
>>2010034>except for a handful of maps where you might want a 7.62 mgWhere do you make the call to use this?
Also, do the graphs tell the truth? I've noticed that some ammo types are virtually identical to each other (like the first two ammo types for M4's), but the second claims to be better than the first
>>2010056>Where do you make the call to use this?You need a map that has the distance, unobstructed sight lines, good covered position and enough enemies to make it all worthwhile. Mgs do best when they can burst clumped enemies because of the suppression.
A couple of the "All the Way" missions, some of the "Deck of Cards" ones and at least 2 or 3 campaign maps I can think of have good spots where a 7.62 mg can shine.
The stats are a bit misleading on the graph because they don't show damage values and I believe ammo can perform differently in different rifles. Generally you just want to follow what descriptions say: 855A1 goes in the M4 and URGI and SOST in the Mk.18.
>>2010081>they don't show damageOh no. I didn't think about that for some reason
Do suppressors affect damage? If anything you'd think they increase muzzle velocity because there's more barrel, so more damage. But typically in games I see it balanced as suppressor = less damage
>>2010128>increase muzzle velocitySuppressors decrease mv because (in a traditional baffle stack) gas is expanding and slowing as it enters the baffles. It does increase the back pressure, which can often increase the cyclic rate of the gun.
In game, I think suppressors generally are just a net negative to all gun stats but reduce the time it takes to conceal during night missions and obviously cut down on sound.
>>2010151Suppressors can increase velocity. There's chronograph data on YT.
https://www.silencershop.com/blog/do-suppressors-increase-velocity
>>2009834default weaponry for swat is the best you can get with the right doctrines. m16 is very good for rangers, all of their weapons are very powerful and you can use specialists to make up for any shortcomings but ideal gear for them is very mission specific imho. cia has the vss which only has the downside of low ammo cap
>>2010034M249,MK48 and LAMG all have their niche, but MK48 is generally more useful for actually suppressing dangerous enemies in cover. M249 lacks firepower even at medium range, it takes too long to suppress veteran enemies at those ranges even with the doctrines that boost suppresion, the LAMG is even worse at suppresion but handles a lot better in close range when you dont have a cover bonus.
>>1999648ive only played one modded unit that might be arguably more powerful than vanilla rangers or swat.
>>2010313the nowheraki commandos in ares. the green berets are extremely competent and the commandos can bring absurd explosive firepower. you can win gunfights or you can surgically remove the parts of an entire city block that you dont like
>>2010151>>2010128general rule: dont use suppressors with rangers or swat unless are doing night missions or need them to be stealthy with subsonics. aks74u and ak 105 get a decent increase in effective range with the suppressor so it can be useful on those even if you dont want to use subsonic ammo but the extra length added does have to be considered
Does anyone ever use pistols? Feels like the carbines do the job well enough in cramped spaces. Also kinda bummer that the friendly AI seems to be nerfed from beta. Now theyโll hold their angles even if their buddy is getting smoked next to them and always have to micro their reloading.
>>2011741average pistol has like 90 ms readytime. mk 18 has 325 ms. considering how effective a pistol can be at short range it kinda makes sense to use them when its appropriate considering there is barely any downside to bringing them on missions
marksmen and supports dont even have access to carbines, but they do have flashbangs and pistols, just have enough guys in the stack that can handle the longer range stuff and you will be fine. i usually only have 1 guy in an element use a pistol at a time and he will usually only have his pistol out when it makes sense.
Share cool workshop maps/campaigns
I've liked Sinful Paradise for a long time, great map
https://steamcommunity.com/sharedfiles/filedetails/?id=2519147105
>>2011755i had one of my favorite runs ever on this map
War on Drugs II: Salvation
try this one with cia
https://steamcommunity.com/sharedfiles/filedetails/?id=3114310184
I.P.MISSIONS#19:"Poaching Problem"
very fun map for lone wolf and for testing rifles
https://steamcommunity.com/sharedfiles/filedetails/?id=2867578231
ARC-18 High Risk Rescue
hostage rescue map with high speed short range cqb
I.P.MISSIONS#15:"Operation Seahawk"
terrorists have captured an oil platform! really fun for a 4 man team
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ARC-14 "Bubbly Business"
tight hostage rescue map featuring executioners and multiple locked doors.
https://steamcommunity.com/sharedfiles/filedetails/?id=2492918766
>>2011741Pistols are good when: You need to push a super compact room or entrance and can't prep it with a flashbang. As the other anon said, they have a crazy fast ready time and can still fire pretty much pushed up on an enemy. Or, you can use them as a stealthy sentry deleter with Rangers if you don't want to stick one guy with the MP5SD.
>>2011755https://steamcommunity.com/sharedfiles/filedetails/?id=2851234470
The "What Victory Looks Like" series by Dirk Diggler is great. Mix of small and long range combat with a fun narrative. Balanced towards vanilla SWAT but also fun to use with Ares Commandos.
coop with 2 other players
>>2006596I love how this mod changes the game
https://steamcommunity.com/sharedfiles/filedetails/?id=3427997419
I'm not sure if it does anything different than Covering Fire, but it's the same idea. All guns can suppress
Suddenly bounding in duos is a thing. If a guy moves up and makes contact, the soldier that stayed behind can cover them and nerf enemy accuracy
>>2010311In my experience, rangers are accurate and lethal enough that suppressing enemies doesn't matter all that much for them. Just kill them with the LAMG and move on.
>>2012588rangers have very low rate of fire with rifles past 14ish meters so if the enemy doesnt get killed instantly and gets into cover then you would actually kinda like to have a lmg. if you use the suppress area action the aimtime is actually very competitive
i draw the line at shooting through smoke but due to the way fog of war works in dk2 you can actually shoot enemies that you cant even see by using suppressive fire. the ai will do this all the time so its completely fair imho.
>30 minutes methodically clearing fortified oil refinery room by room
>a couple light injuries but 0 casualties
>get to the hostage room
>textbook flash and clear, goes off without a hitch
>5 terrorists walk into the room from a sideroom clowncar style
>all gunned down
>feeling pretty proud of myself
>accidentally forget to tell grenadier to look at bottom door
>random arab chud bursts into the room and hurka durka muhammed jihads a ranger and the hostages he was untying before anyone can react
>punch desk and rage quit
I am my own worst enemy
>>2013173you got beat fair and square mister
This game is so fun bros
More people should know about it
I can't stop savescumming...
>>2013653Allah' strongest warrior vs Uncle Sam's most tenacious savescummer
>>2013957used to play the first one a lot, I'm really glad not only did it get a sequel it got one that made it more complex than the original
I loved this shit
>>2014392Gotta admit that I liked the urban hellhole setting more but GWOT makes new toys more plausible
Found out you can use wall breaches in some corners like this to create narrow vertical openings
Probably not intentional, but it allows this maneuver where Blufor have limited exposure into the room without the Foreign Advisor or the other goon at the bottom being able to fire back
>>2016402Also lol I only now just noticed the ranger at the bottom got injured by the blast, should have backed him up more
I like these campaigns but the missions that start from ambushes are so fucking lame. Basically just trial and error until you get it right and have an appropriate loadout.
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>2 minutes before the hostages go kaboom :D
>also there are like 10 machineguns all over the caslte courtyard :D
>also there's a suicide bomber right in the last room just to fuck you up and make you restart the entire mission :D
took me 10 tries, but I 3 star'd this shit fuck you KillHouse
>>2016823>>also there are like 10 machineguns all over the caslte courtyard :DSmoke grenades to block LOS, grenadiers to kill gunners through smoke.
>>2016823I haven't tried that since 1.00 but iirc there is a button in the lower right that is activated by an enemy to arm the bombs after 30 seconds. If you rush the button and kill the guy standing next to it then the bombs never get activated and you can slow clear.
Was that changed?
>>2017029I just figured out where they were, popped my head out and GL'd them before they could react
>>2017179I noticed the guy with the IED detonator but for some reason he always seemed to activate it even if I pushed fast in that direction
doesn't matter, I just figured out a strat of making it to the final room in under 2 minutes and did it the hard way
>>2017237Using smoke to obscure sight lines is good practice whenever you see sandbags or heavy MG emplacements. Then use supressive fire or grenade launchers through the smoke.
>>2017237I think he's on a similar script to executioners where he'll press it if he sees any signs of you. It's just that the action is extremely quick so it's easy to give him that fraction of a second while you rush there.
I made sure to have a guy lined up to shoot him as soon as the door opened and that seemed to work.
That was after multiple failed attempts at clearing the map in two minutes so I don't think it's all that consistent and I do applaud you for your effort.
Finished my second campaign with the Ares Delta boys. Did Chaturanga and now Subjugator. Definitely a challenge, as you'll be deploying less guys and deploying them wounded and exhausted pretty often. Really have to get creative and use the Delta equipment and weapons to get clean runs.
What campaign should we go for next?
>>2017302shooting through smoke is so effective that i consider it to be an exploit because enemies dont really fire back
I was having trouble making CIA work
that is until I fully embraced the secret agent LARP, gave up on rifles entirely and pistolmaxxed my doctrine
terrorists can't even raise their rifles fast enough, I love it
>>2019913I'm addicted to modded ironman campaigns that are based on tiny troubles. A good way to grind skills and equipment too.
>>2019990glowie supremacy
>>2020342i have almost 100 battle honors on one of my cia squads
>>2020843jesus christ it's jason bourne
>>2021227nta, but lone wolf glowie supremacy
https://files.catbox.moe/1fdb6m.mp4
>>2019913Completed OP Rajul Kabir with Delta now. Just the Krak left.
Really got a lot of mileage out of the ISA ops on a number of levels. Was able to waltz them through most of the big mansion level and guide the assault force right onto the HVT. Probably the hardest map was the ambush level just because it's one long killzone. The shorty HK417 shined here though, feels much better than pre 1.0. Everyone else gets CSAWs and one Ultimax for fire support.
Not looking forward to Krak. Probably my least favorite campaign.
How in the everloving fuck am I supposed to 3 star Big Boom in Little Condo? Even defusing the first bomb without being shot is a RNG crapshoot because there is absolutely no time to clear either of the side rooms to the left, which SOMETIMES have dudes but other times don't, and then the same with the shitty closets next to the second bomb room, but there is no fucking way to get through that door without getting fucked. I must've tried this shit 30 times. God damn it.
>>2022935Nevermind I got it. What an asskicking that was.
>>2022935wdym?
https://files.catbox.moe/vamhvu.mp4
just used the sniper to pick off a couple of them and then always made sure my operatives are covering each other's backs
>>2023177I meant with the challenges (lone wolf no pause clean run), my mistake. Nice glowies. Here's my successful run where I got extremely lucky. Please don't laugh at me for the sloppiness of the second half, I'm not used to manually controlling my dudes yet.
files.catbox.moe/s1cp9r.mp4
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>>2023194oh I get it
the answer is with great difficulty, and I just gave it an honest shot maybe I'll try to successfully do it later
>Nice glowies.thanks
>Please don't laugh at me wouldn't dream of it, it's a hard one to pull of
>>2023225I'm not convinced it's even possible under certain conditions - if
>you only get one guy with the sniperand
>the guys in the left room come outYou're getting shot and/or there won't be enough time to defuse the first bomb. If
>there's a guy in the left closet or bathroomand
>you get 2-3 guys with the sniperand
>they come out after you clear the first roomYou won't have enough time to defuse both bombs, and you'll probably get shot while trying to defuse the first one.
After you get the first bomb it's easier and if you get the second you've won, but it took me a shitload of tries to get there. It's not 100% necessary to flush the table guy (he'll turn around if you time sniper shots PERFECTLY) but it helps a lot.
>Long mission going well
>Only a few rooms left to clear
>Get complacent with a small room and mistime my troop paths slightly
>Because of this, one guy gets shot on the side and dies
Welp there goes 30 minutes
something something overconfidence something something slow and insidious killer
>>2023406>restartingThere's more soldiers.
Here's a cool trick you can use to exploit the AI:
Since the enemy prioritizes the last sound they noticed within earshot, you can persuade the enemy to turn around and look where you want them to look at the right time
Example: thermal torch location A, enemy turns around to A, thermal torch location B, enemy turns around to B, thermal torch A finishes, send team through A, enemy has their back turned because they are staring at B
this took a while
https://files.catbox.moe/kt38cf.mp4
this is the most bullshit strat for Flat Mates with all three challanges I've ever done
https://files.catbox.moe/j3n8rl.mp4
I love it
>>2024015You don't have to complete both at once.
>>2024024Yes, but my autism demands it.
>>2023668lmao
the fact you worked out that the dude could survive the initial bullet hail and make it to the safe box is fantastic and makes me interested in seeing more bullshit speedruns
>>2023447Ranger supports can make noise on demand with supress area.
Where possible I just try to alternate pushing different parts of the map to try and spin enemies around. It feels less cheesy too.
>>2024015>clean run + clock race + lone wolf
Damn good mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3468924469
>>2024312>an irl hour of meticulous planning and failed runs>finally get good rng on enemy placement and get all the way through the map >private mcfuckup gets his pinky toe grazed by the last jihadi's 9mm pistol bullet .01 seconds before doming him
>>2024342i just practice stacking with different weapons, its so important anyways
>>2024846if your run fails is it really "meticulous planning"?
>>2024889Yes meticulous solely refers to the effort he put into planning not the quality of it.
having a lot of fun with the glowies, not gonna lie
https://files.catbox.moe/trfu42.mp4
r8
>>2025018The human glowipede...
>>2025018playing CIA while completely ignoring the covert mechanic is not something i had considered, well done
>>2025571stacking up on a door with your homies is only gay if your supressors touch
>>2025829you kinda have to ignore it on some maps, that entire apartment is a red zone for example
they're still great in close quarters without it, but with the cover mechanic they're even better
https://files.catbox.moe/zkudme.mp4
here's how ideally missions should go
just ignore how a bullet flew right by the mayor's head because I made him follow the wrong guy, it didn't land so it doesn't count
Would you consider anything in the game to be a noobtrap?
ie, the description/graphs/presentation may mislead players into thinking something is good when it's in fact bad
>>2025018All fun and games until four Bin Ladens start raiding your apartment
>>2025829You can clear a lot of missions by going loud. Use your coverts to scout first, then lure enemies into kill zones.
>get single plan + no pause + clean run challenge
>replay looks like a sleek group of elite operators taking out huge numbers of tangos with incredible efficiency
>actualy battleplan looks like the ramblings of a madman with lines for thrown grenades covering most of it
how are you guys using SWAT?
they always felt like shitty Ranger knockoffs, I only got them to work well for me when I started going for shieldwalls or militia human waves, or a mix of the two
https://files.catbox.moe/gxyu8e.mp4
here's a fun one I did recently
>>2026728>shitty Ranger knockoffsRangers are so busted, same can be said about most modded units even
>>2026991Which are the most "fair" units?
>>2026728Yeah, you need shields. Sappers are also good for opening holes in walls.
About to start the glowie campaign with SWAT because I'm a sick fuck
>>2027732Which one is that? I haven't played any campaigns yet, just single missions
I wish there was a way to suss out hostage locations. Not knowing ahead of time where they are means going easy on the explosive breaches and that makes me sad.
>>2026728Rangers are OP, so if you play SWAT like rangers it's as if playing on hard mode. Like other anons said however they do have even more unique tricks like their sappers. You could also outfit an entire 8 man squad full of LMGS and smoke grenades to destroy an entire map under suppressing fire.
>>2026053The entire pistol doctrine existing
>>2028046So pulling out pistols for tiny rooms instead of staying with the carbine a meme?
>>2028047For the most part. Rangers will only ever use pistols for their specialists, and maybe the occasional grenadier, but why wouldn't you have an assault clear the room?
>>2026728Shields, Sappers and Militia is their strength. Plus the SWAT leader can buff nearby units.
Once you actually give them some doctrines they're quite good at short to medium range. I go with the ones that get them to burst fire as that can lead to you suppressing enemies even with just AKs and then further skills boost damage against suppressed enemies. Their weakness is definitely the lack of equipment variety and amount, so I usually just use like 2 SWAT to 1 Ranger when planning things out.
Though does anyone use molotovs? I'm not sure what the reason is for over regular frags.
>>2028436Molotovs are handy at blocking entrypoints for the enemies. Also, unlike frags, theyโll go off immediately giving enemy no time to react. And itโs fucking cool to barbeque jihadists
>>2028018The one with the boat image
>>2028022That's what the spy camera and the CIA intel doctrine is for.
SWAT just have to suffer.
>>2028022>I wish there was a way to suss out hostage locationsCIA can know where enemies, bombs and hostages are from the get-go
So who IS "Fergie" anyway?
>>2028880Sheโs [REDACTED] from [REDACTED]
>>2028880she is Fergalicious
(So delicious)
don't you just love apartments?
I do.
>>2030486lol
that would've looked much better without the disappearing corpses
if you're interested: https://steamcommunity.com/sharedfiles/filedetails/?id=2300489917
>>2028436molotovs are great for hostage rescue where you want to cut off reinforcements and executioners. they can do things that smoke grenades or frag grenades cant really do even when you combine them in terms of controlling movement
ive never used shields, they might be ok early on when you arent always winning firefights but as you level up your rifle doctrines they seem kinda pointless when you could have another AKM. 1 AKM can carry an entire element, give him militia to open doors, throw frags and secure flanks/reloads and there is very little he cant accomplish
>>2028046two points in pistol doctrine gets you guaranteed one shot kills at close range with 1911 for rangers, opportunity cost for pistols is so low since you can carry them in addition to carrying a primary
are those extremely overpowered shotguns with 14 shells capacity from dk1 even real?
the KSG iirc
>>2039839yeah. there's even a 24+1 version of the thing.
>>2030693sorry it took so long to reply, I've been travelling
but thanks for letting me know
>>2043169no problem anon, that's much better
do you know about first person too?
this looks like a free door kickers 2 clone
https://store.steampowered.com/app/3573040/Squad_22_ZOV/
anyone tried it?
>>2051483It's strictly worse than Doorkickers 2 except that it's set in a more or less real world scenario (I say more or less because the background conflict is real but the actual situations are entirely fictional). Since it's a free propaganda game you might as well give it a shot, but don't expect it to blow Doorkickers out of the water.
>>2051483looks awesome. i see pkm, maybe its a game where those shits are actually useful?
Dont turn this comfy thread into another shit flinging contest, please.
How come you can't shoot while crouching?
I guess it's a limitation of the engine?
>>1958628the first one is a masterpiece. youre just bad at it
>>2064397Seems like a balancing reason to me. Like why friendlies cannot blind fire from cover. Would be too easy to cheese i guess
Hell yeah! BPRE mod is updated to work with 1.0 release. It's not going to blow anyone's mind though. Six missions we've already seen and the 4 dude setup, no doctrine as well. People behind it want to stay true to the tabletop I guess? Haven't tried campaigns yet, but I guess it these should allow you to deploy more dude.
Devs supposedly are now working on the mobile port (where's my fucking promised GOG release?). Delta DLC is coming and it kinda bums me out, since with BPRE and Armadillo mods I begin to dig the PMC vibe and there's a serious lack of an economic aspect here. Come to think of it, all those shitty russian-made Jagged Alliance 'sequels' where they made it RTWP? It would work with a system like DK2 has.
So anons, what are some other mods worth getting? I have Ares and Tier One as well as a few of Rake's mods. They kinda make things more realistic, but fuck with the balance of some setups, like good luck doing good with Glowies and pistol nerf mod active. Other stuff I enjoy is XOF along with the Camp Omega maps. What else is good?
>>2066682Started playing a campaign as Cold Harbor and it's very underwhelming. Most mission are during the day and on maps I've already played as Rangers, or at least very similar ones. There's little flavor text and since I don't have access to any drone strikes, I'm playing it pretty much like a standard campaign only my guys die a whole lot more. It's day 6, I've already lost 3 guys, there's nothing to unlock and I didn't even have a chance to commit a single war crime. Door Kickers and BPRE definitely has great potential, but we're far from being there. I'd rather play vanilla with some more inline mods like Armadillo. Also screw that official game they made, they should have contacted Killhouse and make a DLC in collaboration. Awbari part 7 got delivered today, so I'm gonna read that now.
I really want to like this but after the first dozen missions it all feels very much the same unless you're doing the 'one person only' challenge
I'm not sure how to explain it, the maps are kinda the basic thing even with mission gen, like there's a sort of 'if the enemy isn't on the left room, it's always going to be in the 3rd or 4th room on the right side kinda deal'
I didn't lry any of the other groups since I didn't unlock them yet. Is the entire game like that? That you sort of just get an intiuation and either it's completely right or else completely wrong and on your second try you just take everyone out if you were wrong the first time?
>>2069691How do I put it? The game relies on you doing IRL tactical stuff and it works 95% of the time, if you know what you are doing (plenty of youtard vids from ex-military and SWAT to get an idea on how to proceed). The challenge is to look at the map, identify the breaches, use SOP and basically plan the whole thing and then just hit play and watch your dudes shred everyone in 20 seconds. The first batches of missions work as a tutorial, so enemies are always going to be in the same places and won't be that aggressive (like no suicide bombers hiding in the john and blowing your whole squad through the wall). Those mission are basically there so you can level up your squad for the campaigns. Those can get really challenging, especially if you do iron man, so by day 3 you might have like 3 dudes that are operational and they happen to have terrible stats. Don't expect too much, it's a rather simple game that is based around utilizing actual room clearing tactics and they work - that's the whole appeal. Or just get some mods to make it more interesting.
Also, CIA and Goatfuckville SWAT play very differently to Rangers. First is premium operators but with limited guns and equipment and reliance on stealth, the second is basically Ahmed the peasant with a crooked-barrel AK. You're going to have to replay those boring tutorial missions to get them leveled up for the campaigns.
>>2069691unlock cia, become uzi warrior. master the mk24 and scout rifle, throw 556 rifles in garbage can
https://files.catbox.moe/3kuiya.mp4
cia are so comfy to play, fun to hit the enemy from many different directions
https://files.catbox.moe/uy4qv7.mp4
>Kick small closet
>Greeted by two stunned suicide bombers
Good thing a sniper was covering that door, I never NOPE'd so hard out of somewhere in this game